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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
[+] What features should a "Advanced 5E" have?
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<blockquote data-quote="Kinematics" data-source="post: 8066113" data-attributes="member: 6932123"><p>While I would very much like to rebuild the entire stat structure, that basically explicitly fails the requirement for backwards compatibility. We may still be able to redefine how each of the stats are used, though, to a certain extent.</p><p></p><p></p><p>I can see how the attempted changes to initiative are related to things I'd like to fix, but yeah, overall, it's way more hassle than benefit. Doesn't mean those problems don't need to be solved, but initiative isn't the avenue for it.</p><p></p><p></p><p>Very much this. Collapse the damage range, and add other features. I know [USER=1]@Morrus[/USER] made a comment about something similar, at least with armor. Something like, a swordbreaker that's kinda crappy damage, but has the change to break the enemy's weapon. Or a weapon that's designed for disarming opponents. Or a weapon that's better at defending, so has a boost to AC. And fix whips; an entangling one-handed weapon should be a useful choice.</p><p></p><p>I would even like something like a parrying weapon: As a reaction, you can negate the damage from an opponent's attacks, but you may not use the Attack Action on your next turn. Or a sap: Does double/triple damage for the purpose of knocking someone unconscious. (Actual HP damage remains at baseline.)</p><p></p><p>And various other ideas. Because the current differentiations are bland and not very useful. Bludgeoning/Slashing/Piercing (rarely matters). Light/Medium/Heavy (only matters for offhand weapons and small creatures). And maybe Finesse (for Dex vs Str). Then how big a damage die can you get.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 8066113, member: 6932123"] While I would very much like to rebuild the entire stat structure, that basically explicitly fails the requirement for backwards compatibility. We may still be able to redefine how each of the stats are used, though, to a certain extent. I can see how the attempted changes to initiative are related to things I'd like to fix, but yeah, overall, it's way more hassle than benefit. Doesn't mean those problems don't need to be solved, but initiative isn't the avenue for it. Very much this. Collapse the damage range, and add other features. I know [USER=1]@Morrus[/USER] made a comment about something similar, at least with armor. Something like, a swordbreaker that's kinda crappy damage, but has the change to break the enemy's weapon. Or a weapon that's designed for disarming opponents. Or a weapon that's better at defending, so has a boost to AC. And fix whips; an entangling one-handed weapon should be a useful choice. I would even like something like a parrying weapon: As a reaction, you can negate the damage from an opponent's attacks, but you may not use the Attack Action on your next turn. Or a sap: Does double/triple damage for the purpose of knocking someone unconscious. (Actual HP damage remains at baseline.) And various other ideas. Because the current differentiations are bland and not very useful. Bludgeoning/Slashing/Piercing (rarely matters). Light/Medium/Heavy (only matters for offhand weapons and small creatures). And maybe Finesse (for Dex vs Str). Then how big a damage die can you get. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
[+] What features should a "Advanced 5E" have?
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